The Lars thread

Combo threads are best when the first post is frequently updated with new combos, so whoever makes it be sure you can do that.

I want to ask, how many people here played Lars a great deal in T6? I found for several tekken characters cool stuff was unlocked later on that would be obvious for a tekken player knowledgeable of their original selves would try but not those stuck on SF.

Has anyone seen the properties of all his moves on counterhit yet? CH was not a big part of his game in 6, but maybe they gave him some stuff here.

Id like to know a lot of specifics about his style of play in Tekken, so I can start making educated guesses at how he should be approached here, but realistically I should be of little help postulating since I do not have the dlc for some time. I know at least that his unsafeness is nothing new.

Sent from my DROID2 GLOBAL using Tapatalk 2

Combos I use:

BnB: c.lk, c.mp, c.hp xx qcf +k~k, c.mp, c.mk, qcf+k~k/p (K leaves better oki for 273 dmg, P does more corner push for 285 dmg; with a j.mk these do 300 and 309 respectively)

Corner BnB: c.lk, c.mp, c.hp xx qcf~k, c.mp, c.mp, c.mp xx hp srk (305 dmg)

Other things:
[LIST]
[]I believe it was mentioned earlier, but after the 2nd part of his p rekka chain, you can juggle with c.mp, so it’s possible to do the 3 c.mp xx hp srk ender after that
[
]c.mk~c.hp chain and c.mp~c.hp chain are safe to everything but the fastest supers (Although Sagat’s for some reason either doesn’t hit consistently or just doesn’t reach fast enough)
[]All the above combos hit after his qcb+k
[
]In the corner, his j.lk, j.mp and j.hp can do the hit on one side fall on another trick, so they can be useful shenanigans
[*]All the above combos can be replaced with a c.lp starter
[/LIST]

We should get a couple dedicated threads going for Lars, like teams, combos, videos, etc… What’s everyone think of him so far, by the way?

I like Lars a lot. I believe EmblemLord referred to him as a SF char in a Tekken skin, and I agree with that alot. His damage midscreen isn’t huge, and he’s not a particulary tricky character. However, with that also comes a great set of normals and a very consistent DP anti air in his Lightning Screw. Add to that a generous walkspeed, and he can keep up in the footsie department with almost anyone. His only really tricky moves are his qcf k and his f.mk overhead, but they will suffice, especially if your real heavy hitter is coming in off a tag cancel or chain, which Lars is easily capable of landing given how much people want to jump and hit buttons.

He does have a lack of a safe special though, and it is noticeable when you miss a link or try to guess a counterhit. However, there is some good to be had there too. His c.hp has the noticeable traits of hitting twice and pushing away, so this rather easily lets you chain into hit on block and get pushed back to about c.mk distance, which is safe from pretty much everything but 2 frame supers. As long as he has something like that, I’m not too concerned about safe specials.

Idk where he’ll be in the future, but for now he’s a solid ground character with anti-air cabablities, generous tag options off of specials, and great buttons to hit.

Fixed.

We gotta remember that solo damage, while great, is not really that important in this game compared to others on account of tag and launcher combos. all this is making it sound like Lars is going to be strong on point, which is great because virtually all of my favorite characters are anchors.

Sent from my DROID2 GLOBAL using Tapatalk 2

Holy shit I didn’t know you could combo off his HK SRK lol

I agree with this yeah, and like I said earlier, a good thing about Lars is he has a move (qcf+k~k) that is like the generic perfect tag cancel because it pops up high in the air and doesn’t make them fly away at all, so there are plenty of spots well within his BnB’s to tag in, say, his papa or brothers and do some killer damage.

Yeah. I saw that move and immediately imagined Bob coming in and BnBing the crap out of them afterwards. Shame both are rather unsafe on block outside ideal range, maybe I will go Lars/King before I go Lars/Bob.

Sent from my DROID2 GLOBAL using Tapatalk 2

Also thank the Capgods that he has a s.jab that moves foward, that is helpful when trying to punish/make blockstrings lol

SO, Desk released a combo video out, check out the Lar’s combo at 3:00

[media=youtube]VZTtPi4ceT8[/media]!

His HK SRK is his best tag cancel move as far as I’ve seen. Specially with characters that can ground bounce from jumping normals (like cody in the corner).

Wow…so Desk’s video revealed that he can combo into and off of what appears to be a hard punch Dynamic Entry? Pretty stylish, plus the corner carry alone is probably worth the effort.

[media=youtube]4j0J-uZmZ6U[/media]

Yeah. Cr.mk can link after the cr.lk so hp dynamic entry cr.lk, cr.mk xx lp dynamic can probably work. I keep trying but dropping it. At best I’ve canceled into the lp dynamic but keeps getting blocked. Can’t tell if I’m not cancelling fast enough or if he moves too far by the cr.mk.

His dp’s all work great for me… You gotta learn to time them deep that’s about it.

Yeah. I’m going to have to start losing some BP to learn Lars and Bryan. I really need to learn to use Lars / Kazuya.

His DPs all have awful range. He’s gonna have a hard time against spaced neutral jumps.

I never have too much trouble with the range. I say having an invincible dp that almost never trades is always welcome, especially when a lot of the cast, especially tekken characters, don’t have one. Even ryu’s trades a lot if you try to use it during pressure.

The biggest thing that makes me sad is his crossup isn’t that good. Not used to that. Well. That tied with Avalanche Kick isn’t the same as Jaguar kick. I wanted it for the mixups and to be able to use it in the air. Still. Can’t have everything.

Dude lightning screw is a good tag cancel attack. Just make sure you tag on the second hit. This pops them up really high allowing for good cadc combos. It will put yor incoming character at the right spot.

Some things I noticed.
Ex lightning screw you can combo after.
qcf+p crumples on counter hit.
lightning screw is good for tags.
qcf+p~p allows you to combo cr mp(in the corner only?)

I would also like to note his cr hp is pretty fast and combos off his juggles. This works well for getting in a lightning screw:
cr.mp, cr.hp, qcf k~k, cr.hp, ex lightning screw, st.hp, lightning screw
theres a good example

Im looking for a good way combo from dynamic entry (medium strength atleast) into the middle of a combo

My idea:
cr.mp, cr.hp, mp or hp dynamic entry, (something), qcf k~k, cr.mp, cr.hp, qcf k~p.
Anyone got a tip?

Damn I just had an epiphany. Lars dynamic entry w/ no follow ups leaves them at a negative advantage (on hit) allowing for mix ups since there in no roll afterward.
Dynamic entry then ex avalanche stomp sets up for a crossup. Holy hell. Even with avalanch stomp it has three variations.
Makes for perfect crossup with j.mk, qcf+kk move switches sides at this moment, cr mk works at this distance.

Avalanche stomp has some great setups. fw. mk (overhead) at full range allows for a potential hp avalanche crossup.

So launcher from hp dynamic entry possible.cr.lp. st.mp. st.hp. launch